Marvel vs. Capcom 2 Walkthrough & Strategy Guide

Published: Jan 29, 2009

Marvel vs. Capcom 2 Characters

Iron Man

Complimentary Assists

Psylocke - α

Sentinel - α

Iron Man is his infinite combo. While he's got some decent zoning capabilities and solid combos outside of his infinite, most of your effort should be toward setting up the infinite. Learn his many setups, like a basic jumping + j.HK attack, or simply throw out a lot of Psylocke's anti-air assist in an attempt to catch the opponent and leave 'em vulnerable.

When you're not juggling the opponent in the infinite, Iron Man plays a decent rushdown with his triangle jump, though it's significantly slower than a triangle jump from Magneto or Storm. To do basic chip damage and zone the playing field, super jump and drop Smart Bombs, and throw out a LP Unibeam as you land.

Also note that Iron Man's hyper combo, the Proton Cannon, has instant start up...as long as you trigger it via DHC. Normally when you do the attack, there's a brief moment of vulnerability while the cannon spawns before the shot comes out. In other words, it's slow. But if you trigger the Proton Cannon by DHC, it's essentially instant. An example of its use: Fighting against Storm, the opponent triggers a Hail Storm hyper combo. As your point character with Iron Man on deck, trigger a quick hyper combo (like Magneto's Magnetic Tempest) and then instantly DHC into Iron Man's Proton Cannon to stop Storm. You can also purposely flub a hyper combo like Cable's Hyper Viper Beam to bait the opponent into trying to punish you before DHCing into the Proton Cannon to catch him/her.

j.LP j.LP j.LK + j.HP - This is it, the basic infinite combo loop. Before you can do it, you need to get the opponent off the ground, at about jump level (but way below super jump level). Against heavier characters, you'll need to modify the string with j.LK j.LK j.LP instead of j.LP j.LP j.LK to pull the opponent up a bit as he drops further and further with each repeat of the combo. During the combo, just hold the entire time to both get the + j.HP attack and to continually jump forward to continue the infinite.

c.LK c.LP c.HK xx Unibeam - This is a very basic infinite setup that only works in the corner and doesn't work against all characters. The Unibeam must be a LP version, which will juggle the opponent and set him/her up so that you can jump forward and immediately go into the infinite. Outside of a corner, you can land c.LK c.LP xx Proton Cannon for good, easy damage. Just don't flub it.